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Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer
Published by Universitas Brawijaya
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Jurnal Pengembangan Teknlogi Informasi dan Ilmu Komputer (J-PTIIK) Universitas Brawijaya merupakan jurnal keilmuan dibidang komputer yang memuat tulisan ilmiah hasil dari penelitian mahasiswa-mahasiswa Fakultas Ilmu Komputer Universitas Brawijaya. Jurnal ini diharapkan dapat mengembangkan penelitian dan memberikan kontribusi yang berarti untuk meningkatkan sumber daya penelitian dalam Teknologi Informasi dan Ilmu Komputer.
Arjuna Subject : -
Articles 6,850 Documents
Analisis Sentimen Twitter Menggunakan Ensemble Feature dan Metode Extreme Learning Machine (ELM) (Studi Kasus: Samsung Indonesia) Alqis Rausanfita; Putra Pandu Adikara; Sigit Adinugroho
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Business activity is very crucial and has a real impact on organizational growth and ROI (Return Of Investment) is to understand and respond appropriately sentiment from customers by conducting a sentiment analysis. The sentiment analysis can be a guide to evaluate a company's product, service, reputation, brand reputation, and the company can be a market leader supported by a very emotional customer condition so that disappointing products / services will lose the customer's commitment even customers will find it difficult to recover customer experience if a company does not care about customer sentiment. Based on the explanation, this research is done using ensemble feature and Extreme Learning Machine for Twitter sentiment analysis. The data used in this research is 72 tweets with the ratio of the amount of training and testing data 70:30 where the amount of data per class is balanced. Prior to the classification of data is done preprocessing, weighting ensemble feature, and weighting the word. The result of this research is get the best hidden neuron number as much as 5000, best activation function is sigmoid bipolar, and ensemble feature influence to accuracy result. Twitter sentiment analysis using ensemble feature and Extreme Learning Machine method in Samsung Indonesia case study did not get high accuracy. Accuracy in getting only amounted to 42.857 percent. The low accuracy caused by sparse data matrix resulting in overfitting which then resulted in low classification results.
Implementasi Metode Analytic Hierarchy Process untuk Penentuan Prioritas Kategori Berita (Studi Kasus: LYT Media) Khusnul Aidil Santosa; Edy Santoso; Satrio Hadi Wijoyo
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

An online media company in the field of entertainment and creative industries has many categories of articles that are presented to readers, this will lead to excess material articles to be prepared by the authors. Effectiveness in the event of a news must be for the company there is a fairly. The editor-in-chief is responsible for the articles presented in the media. Obviously the company already has a category of articles presented through the criteria of entertainment and creative industries. The choice of articles is expected to maximize the visitors who read the pages of the website, so the company will benefit from the traffic that much as well. Analytic Hierarchy Process is one of the decision making methods that can provide suggestions to make category decisions from the required criteria. Hierarchical Process Hierarchy Process is a hierarchy with input of human assemblies. The Analytic Hierarchy Process procession is the use of pairwise comparison matrices to compare the relative weights between criteria and alternatives. A criterion will be compared with other criteria in terms of importance to the goal. In this research have accuration result 65,625%. The result of the process Analytic Hierarchy Process can be an efficient and effective solution in the decision categories of articles to be presented.
Pengembangan Sistem Informasi Geografis Berbasis Website (WEBGIS) Untuk Simulasi Pemetaan Daerah Genangan Banjir Rob Menggunakan Metode Neighbourhood Analysis (Studi Kasus : Pantai Utara Kota Surabaya) Taufik Brillian Nur; Alfi Nur Rusydi; Satrio Agung Wicaksono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The North Coast Area of Surabaya City is an area that has great potential for the occurrence of tidal floods. The magnitude of the potential because of that area has a sea level rise as high as 5.47 mm per year within 64 years. In addition, by looking at the geographical condition of Surabaya, which consists of 80.72% of the area with low land, also adds threats to the occurrence of tidal flood disasters of the region. Based on the data that recorded in 2010, there has been a tidal flood in part area of Surabaya City that has caused the loss of property, submerged industrial area, disturbed activity of harbor and submerged part of the farm area located in District of Benowo, Asemrowo and Krembangan. Therefore, by looking at the magnitude of the impact caused by the tidal flood, it is needed a Geographic Information System based website (WEBGIS) that can simulate the inundation area of the rob and can explain the kind of landuse that affected by the tidal flood in that area. Related methods used to create the inundation area using the Neighborhood Analysis function found in ILWIS application. Based on the simulation results in each scenario shows that the most dominant landuse affected is farming with minimum impact of 155.7 ha and maximum impact of 374 ha. As for the results of system testing shows with black-box testing certainly functional system can run 100% with system compatibility rate of 73%.
Evaluasi Dan Perancangan User Interface Untuk Meningkatkan User Experience Menggunakan Metode Human Centered Design Dan Heuristic Evaluation Pada Aplikasi EzyPay Dhika Rozqi Anggitama; Herman Tolle; Hanifah Muslimah Az-Zahra
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

E-Payment is a payment system that uses internet facility as a medium of intermediary. Nowadays many start-up business that facilitate seller and giving a guaranteed safety transaction. Many activities that can be done easily via mobile devices, including payment activites. EzyPay is an online payment application to help people get payment transactions and bill payments. EzyPay is downloaded more than 10,000 times by users via Playstore. Rating obtained by EzyPay application on Playstore reached 3.9 for version 1.0.24. The common problems found are, the designs and the elements in the EzyPay application are inconsistent so it complicate the user. To improve and finding the usability problem specifically needed the process of User Interface design with a method of Heuristic Evaluation (HE). This evaluation and design in order to increase the number of user that downloaded, used, also to increase the ease when using EzyPay application. Problems found in the evaluation of first phase found 26 problems with 5 similar problems. In the second phase of evaluation 2 found a fewer problem that is 8 problems. The problems in the first phase of evaluation were not found in the second phase of evaluation. Therefore, the problems in the first phase evaluation have been successfully improved. This research to produce a problems analytical and giving an appropriate recommendation for developer to improvement also high-fidelity prototype as a solution idea.
Pengembangan Sistem Informasi Penggajian Karyawan Bus Pariwisata PT. Mahkota Mitra Sentosa Menggunakan Metode Rational Unified Process (RUP) Tedja Adhi Putra; Yusi Tyroni Mursityo; Djoko Pramono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mahkota Mitra Sentosa is a service company that runs in land transportation especially tour bus. On the payroll process for driver, assistant, and the final report of the calculation is still using conventional method. This causes an issue of time inefficiency in the process. In the calculation process, sometime it is needed to recalculate to make sure that the previous calculation is correct. The problems exist need a solution which is developing an information system. This study explains how to develop an information system needed by Pt. Mahkota Mitra Sentosa to resolve the existing problems by using system development method which is Rational Unified System. The method is an object-based development system by several steps which are: inception, elaboration, construction, and transition. This method is used because it can do the process iteratively to accommodate the change of need. The result of this study is a web-based information system. The developed information system is tested by using black-box testing generated valid values in all test cases. Compatibility testing is used to test non-functional requirements with the results of several minor issues. User Acceptance Testing generated a final value of 87.2%. In the end, it can be deduced that the information system has been built properly and in accordance with the needs. Finally, it is concluded that the information system has been well-developed and corresponded the need.
Evaluasi dan Perbaikan Proses Bisnis Dengan Business Process Improvement (BPI), Root Cause Analisys (RCA) dan Quality Evaluation Factor (QEF) Pada Layanan Jasa Untuk Pelanggan (Studi Kasus: Kantor Jasa Penilai Publik (KJPP) Aditya Iskandar dan Rekan) Istania Salma; Nanang Yudi Setiawan; Ismiarta Aknuranda
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

KJPP Aditya Iskandar and Rekan is a business entity engaged in the field of Appraisal Services. KJPP Aditya Iskandar and Partners provide several valuation and consultancy services whose process begins with the acceptance of orders from clients, needs of client order object valuation up to delivery of reports to clients. In running the existing business process, there are some activities that do not fit the target so that hamper the company's activities. Therefore the need for evaluation and improvement of business processes. Steps taken to evaluate and improve current business processes are to identify the main business processes and supporters using Value Shop Anaysis, then modeling using Business Process Model and Notation (BPMN), then mapping the quality factor and determining the targets and calculations according to the formula that exists on the QEF (Quality Evaluation Framework) method. After the quality factor and company target is obtained by QEF method, it will search the root of the problem using Root Cause Analysis method with Fishbone Analysis technique. Furthermore, BPI (Business Process Improvement) method is used to get business process improvement recommendation which hope can be used by company to improve existing business process before. Based on the results of simulations conducted improvements to the business process Implementation of Assessment Objects to the Field has increased by 92,68 so that if the process is improved will greatly affect the company activity.
Implementasi Metode Triangle Geometry Untuk Pengenalan Arah Pergerakan Kepala Irnayanti Dwi Kusuma; Fitri Utaminingrum; Randy Cahya Wihandika
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Nowadays, applications that detect head or face are popularly used as device securing, virtual and augmented reality, computer games, and device control. However, people with physical disabilities have constraints to control the system, on the other hand there are also constraints on normal users who use headpieces to control the system that is the cost allocation for headpiece purchases. Identification of head direction movement using Triangle Geometry Method could be implemented into a system that utilizes input as a control. Utilization of inputs as controls can make easier for people with disabilities to use a system and use it interactively. In addition, this topic can help reduce the cost of system requirements and does not complicate the user, such as using a special device that put on the user's head to control a system. Skin color detection, eyes, and nose are phases that used on this topic to build a system of face detection and head direction movement. This research focuses on the success of systems that can recognize the direction of head movement with the state of the head in real-time. The direction of the head is up, down, right and left. The system processes the value of yaw, pitch, roll with triangle geometry method so it can get a range values ​​for each direction of head movement. The accuracy value of each direction is 88% for the upward direction, 82.6% for the downward direction, 84.6% for the right direction and 73.5% for the left direction. So, this system can be implemented as control input.
Implementasi Metode Simple Maze Wall Follower Dengan Menggunakan Free RTOS Pada Robot Maze Agung Widya Gumelar; Dahnial Syauqy; Sabriansyah Rizqika Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

One type of robot that can facilitate human activities in finding the destination in the labyrinth is Maze Wall Follower Robot, that robot can also be included in contest robot in category robot firefighter. Maze Wall Follower Robot use Simple Maze method, which follows the left wall as the main reference and the dark line as the finish point. Implementation Free RTOS is made for multitasking in measuring distances between robots and walls using ultrasonic sensors and photodiodes. Each sensor is used as system inputs made tasks that have priority 1 and L298N module Driver Motor dual H-Bridge which is used as system output made task 1. Result of measurement of wall distance measurement using ultrasonic sensor HC-SR04 which tested 7 times with different distance has 0% error, and line reading at the bottom of the maze is tested 6 times with different colors using photodiode sensor module which has 0% error. Average time result to complete goal with distance between start and finish point 959 cm and pass 23 turns and 2 dead end by Maze Wall Follower Robot which does not use Free RTOS is 75,62429 second and use Free RTOS is 68,36143 second with 7 times testing. Then the robot with Free RTOS faster 7.262857 seconds from robot without Free RTOS.
Evaluasi Usability Mobile Game Pokemon Go Menggunakan Metode Heuristic Farandi Angesti; Eriq Muh. Adams Jonemaro; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 12 (2018): Desember 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Pokemon Go as one of the game Augmented Reality had seized the attention of millions of people of the world. Unfortunately this game left behind 12 million users because users feel less satisfied when losing their data when the application is updated. Looking at this, research using heuristic evaluations is needed to address the specific problems that exist in Pokemon Go games. So with the knowledge of the problem in the game specifically, game companies can know what to fix in the game. The heuristic evaluation used is usability heuristic method ,there are 9 aspects in that method . Based on the authors research using usability heuristic method found that there are 26 problems with different severity levels. The most problems are found in the aspects of consistency and standards and flexibility and efficiency of use. Based on the level of severity, consistency and standards occupy the medium level. Next on the level of minor severity, there are 5 heuristic namely visibility of system status, offer real world objects, error prevention, flexibility and efficiency of use, and aesthetic and minimalist design. Lastly in severity cosmetics level there are 3 heuristic that is, recognition rather than recall, help user recognize, diagnose, and recover from errors (H9). From the problems found in the principle of heuristics researchers summarize the things that make pokemon go abandoned by active users ie no explanation of changing elements or clearer notification game, the use of icons that are less informative, on the side of the gameplay there is no confirmation menu for the evolution of pokemon, many terms are still difficult to understand by the player, on the side of the gameplay more interesting on the version available in the ninebox, tutorials that are not available in the early session of the game, less familiar game instructions. From this the results of this study, the manufacturer of Pokemon Go is recommended to prioritize improvements based on the level of severity. Problems with medium severity are strongly recommended to be improved, followed by improvements in problems with minor severity and cosmetic levels.
Studi Perbandingan Proses Bisnis Dengan Hasil Implementasi Sistem (Studi Kasus: KB & TK Permata Iman) Firnanda Iftitah Dewi Antono; Satrio Agung Wicaksono; Aryo Pinandito
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 2 No 11 (2018): November 2018
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

KB & TK Permata Iman has several main business processes, one of them is evaluation of semester learning. Business process analysis result has been described in the Business Process Model and Notation (BPMN) diagram and the execution time of each task is estimated using simulation. The result of business process analysis can give business process recommendation in order to improve efficiency in evaluation of semester learning process. The estimated time of the task has a weakness, that generated time has the possibility of nonconformity with the actual condition. Hence the need for a test to be able to see how accurate the time from the result of business process recommendation with the test time on the implementation results. It needs a system implementation to be able to implement existing tasks on business process recommendation. The system is built using waterfall method with object-oriented approach. The built system is tested to the user to see how much time takes the user to access the system. The result of the user's time test is compared with the estimated time of the task.

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